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July 30, 2010

Leaping Pool

NOTE! The strength of any power pool attack varies greatly depending on your AT. However, they are consistently twice or more as strong as any normal level 1 or 2 attack.

One advantage of this pool, is eventual access to Acrobatics which provides some protection from holds and knockback. It also provides strong aerial control and is often used for PvP.

Jump Kick

A flip on the ground and you kick them straight in the back. Ouch.
A flip on the ground and you kick them straight in the back. Ouch.

Jump Kick is a good attack that has a chance to do knockup (basically a Leaping Pool equivalent of Air Superiority from the Flight Pool). You can use this for good damage, but especially to keep an enemy off their feet (and therefore unable to attack you).


Recommended # of Slots and Enhancement Priority

City of Heroes: empty enhancementCity of Heroes: empty enhancement( 2 Slots )
If you use this as a primary attack, slot this way higher. But as a control power, a few slots for accuracy are probably enough.
60%
 
Accuracy (60% Minimum)
Default: 75%
With max 100% enhancement: 150%
As a strong control power, you really don't want this to miss. Doing so can mean the matter of life or death.
40%
 
Damage (40% Minimum)
Default: ?? points
With max 100% enhancement: 0 points
If you give it more slots, slot damage next. It's a pretty strong attack so it doesn't hurt to buff it some more.
0%
 
Endurance Reduction (0% Minimum)
Default: 5.5 end
With max 100% enhancement: 2.75 end
Don't focus on this; it's pretty cheap as it is.
0%
 
Recharge (0% Minimum)
Default: 4 sec
With max 100% enhancement: 2 sec
As a power that comes back even faster than Air Superiority, you really could chain attack with this an nothing else. It's almost like cheating 🙂

Help

The enhanceable properties of this power are listed in order of importance. Hover the mouse over each for detailed information and a description.

Combat Jumping

Combat Jumping lets you jump fairly high in missions and gives a bonus to defense. In the levels between 6 and 14, you will be able to get over walls in cities that you wouldn't have been able to otherwise which greatly assists with your travel time.

Given the choice, I almost always take this over Jump Kick as my prerequisite power to Super Jump.


Recommended # of Slots and Enhancement Priority

City of Heroes: empty enhancement( Default Slot Only )
You can certainly buff serveral aspects of this power, but considering there are so many other ways to increase and modify your jumping height and speed, this isn't really necessary.
25%
 
(25% Minimum)
Default: 2.25
With max % enhancement: 2.25
Every bonus to defense is useful. If you have spare slots, another defense here wouldn't hurt.
0%
 
Jump (0% Minimum)
Default: ??%
With max 100% enhancement: 0%
It's pretty good already.
0%
 
Endurance Reduction (0% Minimum)
Default: .07 end per second
With max 100% enhancement: 0.035 end per second
It's already really low

Help

The enhanceable properties of this power are listed in order of importance. Hover the mouse over each for detailed information and a description.

Super Jump

You can get really high with SJ
You can get really high with SJ

Super Jump is a nice travel power in that it's fast and has almost no vertical problems. Before my level 24 respec, it took me about 15 minutes to get from the Terra Volta entrance to the Reactor where the final mission took place since I only had Super Speed at the time.

There is one specific danger associated with Super Jump. If you are playing a squishy character and while traveling, you land in a group of enemies, they will immediately fire on you even though by the time the effects launch you are long gone.

Recommended # of Slots and Enhancement Priority

City of Heroes: empty enhancementCity of Heroes: empty enhancement( 2 Slots )
2 or 3 depending on what you want to do and whether you go with set IOs or regular
80%
 
Jump (80% Minimum)
Default: ??%
With max 100% enhancement: 0%
Not only do you increase your jump height (mostly unnecessary), but also your jumping SPEED. That's why you want to bring this up.
0%
 
Endurance Reduction (0% Minimum)
Default: .45 end per second
With max 100% enhancement: 0.225 end per second
It's spendy, but unless you try to fight with SJ on, you shouldn't have any problems with it.

Help

The enhanceable properties of this power are listed in order of importance. Hover the mouse over each for detailed information and a description.

Acrobatics

Like most defense-only powers, Acrobatics isn't a lot of fun, but can be very useful. For tanks who get tired of hitting the ground or getting held, the knockback and holds will save their life. Remember that knockback is just annoying but holds will drop your toggles.

Basically, if you can't afford the special IOs that remove knockback or if you find that you are susceptible to holds AND you took Super Jump as your travel power, then this power is worth it. Which is to say that I've never taken it on a single character 😛 (PvP'ers might have a different opinion).

Recommended # of Slots and Enhancement Priority

City of Heroes: empty enhancement( Default Slot Only )
It's not too expensive to run and doesn't take a variety of enhancements so you won't need a lot of slots on this
40%
 
Endurance Reduction (40% Minimum)
Default: .26 end per second
With max 100% enhancement: 0.13 end per second
This isn't too expensive, but you have the default slot anyway, so use it to drop the cost down a little.
0%
 
Recharge (0% Minimum)
Default: 10 sec
With max 100% enhancement: 5 sec
If you lose this toggle, you might want it back fast, but as long as you trigger others first, this will come back fast enough.

Help

The enhanceable properties of this power are listed in order of importance. Hover the mouse over each for detailed information and a description.

July 29, 2010

Leadership Pool

Note to Masterminds (Villain class). Leadership is great because it affects you and your pets. As someone with a built-in team, this is a primary power pool for you.

Leadership powers are awesome in that they give you and your team buffs, but they can be a bit of an endurance drain AND they have varying levels of effectiveness depending on what AT you are.

Maneuvers

Turning on Maneuvers
Turning on Maneuvers

Increases the defense of your and any pet or teammate nearby. For this to be useful, you need to be the kind of person who plays in teams and typically stands near other players. If you stand far off, this won't be as helpful.

Right now, the types that get the highest bonus are Defenders and Villain Epics (Arachnos Soldiers and Widows).


Recommended # of Slots and Enhancement Priority

City of Heroes: empty enhancementCity of Heroes: empty enhancement( 2 Slots )
More is good, but this is enough for basic buffs.
25%
 
(25% Minimum)
Default: 2.7
With max % enhancement: 2.7
The buff actually ranges from 2.2% to 3.5% depending on your type. While this doesn't seem like a lot, it's a buff for you and your teammates. Taken all together, this can make a huge difference over time. Especially if you're a defender (who gets the largest buff)
40%
 
Endurance Reduction (40% Minimum)
Default: .39 end per second
With max 100% enhancement: 0.195 end per second
If you're playing someone who doesn't need to use many powers during battle (some Mastermind builds) or someone who bleeds endurance (many Defenders). This is less of an issue and maybe you can slot at Def/End IO here instead, but otherwise, use Endurance. Maybe even get rid of the other Defense enhancement and just go two End.

Help

The enhanceable properties of this power are listed in order of importance. Hover the mouse over each for detailed information and a description.
It covers me and my pets with pretty good range.
It covers me and my pets with pretty good range.

TIP: Not everyone realizes this but any thing that affects you or your teammates (and pets in cov) has a small icon next to your name/power bar. If you look in this photo, you can see the purple-colored shield signifying the effect of the Maneuvers power on my power bar and the powereffects bar of each of my pets that's close enough. This picture will also give you a pretty good idea of the range of the power based on which pets are covered and which aren't.


Assault

Turning on Assault
Turning on Assault

Increase your attack and the attack of nearby pets/players. This is awesome for Masterminds since they have a built-in team and also Villain Epics because Assault stacks with their built-in power that works the same way!

The bonus varies from 10% damage to 18% with Defenders being at the top and veats, Corruptors and Controllers following close behind at 15%.


Recommended # of Slots and Enhancement Priority

City of Heroes: empty enhancementCity of Heroes: empty enhancement( 2 Slots )
Give it one if you must, but two is best
80%
 
Endurance Reduction (80% Minimum)
Default: .39 end per second
With max 100% enhancement: 0.195 end per second
Unlike Maneuvers, you don't get the option of buffing anything but end reduction, so put everything you have into that.

Help

The enhanceable properties of this power are listed in order of importance. Hover the mouse over each for detailed information and a description.

Tactics

Increase your toHit and the toHit of nearby pets/players. If I have to drop anything from the Leadership pool, it's this one. While every little bit counts, I found the value of this to be far less once IO bonuses made it very easy to increase accuracy dramatically across your powers.

If you PvP there's still value in that you need every bit of toHit buff you can and this increases perception of stealthy foes, and helps protect against fear and confuse, but otherwise, I'm not really impressed.


Recommended # of Slots and Enhancement Priority

City of Heroes: empty enhancement( Default Slot Only )
About the only reason I give this more than one is to slot an IO set for a bonus or because I just had plenty of slots to spare.
40%
 
Endurance Reduction (40% Minimum)
Default: .39 end per second
With max 100% enhancement: 0.195 end per second
Drop endurance first.
10%
 
To Hit Buff (10% Minimum)
Default: 7.5%
With max 60% enhancement: 12%
If you have more slots, go ahead and slot something from the toHit IO sets that gives a good bonus.

Help

The enhanceable properties of this power are listed in order of importance. Hover the mouse over each for detailed information and a description.

Vengeance

A teammate dies. Click this power to give yourself and any other teammates some strong buffs to damage, defense, toHit, regeneration rate, and resistance to all status effects! By the way, there's NO endurance cost for this power.

You may have seen this power used by Nemesis enemies.

One problem with the power is that a lot of people feel like it may give you incentive to let them die:

  • Oh sorry! Forgot to heal you.
  • Looks clear! You go first.
  • Oops, didn't see that war wolf there…

On the other hand, if you're in a fight that's hard enough that someone's going to die anyway, why not use this as a major turning power? It's invaluable against super-tough enemies like in the Imperious Task Force. Just remember you need to target a dead teammate in range and the effect hits people within 100 feet of you.

Recommended # of Slots and Enhancement Priority

City of Heroes: empty enhancementCity of Heroes: empty enhancementCity of Heroes: empty enhancement( 3 Slots )
If you're good at using this power, there's no reason not to make it even stronger!.
60%
 
Heal (60% Minimum)
Default: 14.7%
With max 100% enhancement: 29.4%
Heal rate buffs can really change the tide. Especially if you've got more defense to dodge attacks at the same time!
60%
 
(60% Minimum)
Default: 22.5
With max % enhancement: 22.5
This is awesome already, but more never hurts.
0%
 
To Hit Buff (0% Minimum)
Default: ??%
With max 60% enhancement: 0%
The other aspects of this power are more important.
0%
 
Range (0% Minimum)
Default: 60 Feet
With max 60% enhancement: 96 Feet
60 feet is plenty.

Help

The enhanceable properties of this power are listed in order of importance. Hover the mouse over each for detailed information and a description.

To help you fire this power quicker, try this. Create two files on your computer like this:

c:\binds\pow\veng1.txt

v "target_custom_next friend defeated$$bind_load_file c:\binds\pow\veng2.txt"

c:\binds\pow\veng2.txt

v "powexec_name Vengeance$$bind_load_file c:\binds\pow\veng1.txt"

Then type: "/bindloadfile c:\binds\pow\veng1.txt" into your chat window and hit ENTER. Now you're primed to go. Whenever an friend dies, just tap the V key a few times. First it will target them (so long as they're on the visible screen) and then it will fire Vengeance. I would have missed my chance to use this power many times if not for this bind.

One last thing. People have this really bad habit of trying to Rez before you can use the power. You might have to tell them to STAY DEAD. Possibly 3 or 4 times before they figure it out.

July 28, 2010

Voids, Quantums, and eating dirt

The most important thing to know about Kheldians is that there is a custom enemy type the devs added to the game just for them. The three major varieties are Quantums, Voids, and crystals.

They are pretty much guaranteed to be in any mission that has a kheldian in the party and are also found randomly dispersed throughout most zones.

If you've ever teamed with a Kheldian, you have seen them call out "Void" or "Quantum" (or V & Q for short) every time there's one of these types of enemies in a group. This is because in most cases, a kheldian can only take about two hits from one of these before dying so they want the team to know to focus on that one first. Killing them before they kill you is a challenge and something that you become very good at very fast… or else.

Quantums

A Quantum Council member
A Quantum Council member

This can be any enemy type and look normal until you get close. Then they pull out that massive glowing gun that will make you scream like Michael Jackson and head for the hills (or hospital). They are challenging in that they look like any other enemy and you'll only know they're there by checking groups before striking or by attacking and watching them pull out the gun-of-kheldian-doom.

A neat trick for dealing with Quantums to close to melee range quickly. They'll often punch you instead which doesn't hurt any more than any other enemy of that type.

Voids

A Void. Shield off then on
A Void. Shield off then on

Typically these guys are black all over with a red face mask. They're very easy to spot because they look nothing like the group of enemies they're with. They also occasionally make a "whoooozaa" kind of noise making it pretty clear they're nearby even if you don't see them.

Note that the "whoooozaa" noise I'm referring to is an anit-kheldian shield that makes it much harder to kill them. If you're soloing or fighting a high level void, wait until the glowing aura around them subsides to start your attack.

These guys are far more dangerous because their punches are as powerful as the ranged attack and you won't last long if you have their attention. The only thing to do with Voids is to avoid them (no pun intended), let other's draw their aggro, or hit them with everything you've got so fast that they can't retaliate.

The all-out attack method can work well, but at the lower levels when you don't have a lot of attacks, this will get you killed more often than not. Let's just say that it's nice that the devs added debt protection below level 10 and you have that nice travel power to get back to the mission that you were killed in over and over.

Shadow Cyst Crystals

I count 17 behemoths so far from this CoT portal
I count 17 behemoths so far from this CoT portal

Out of the three, this is by far the most dangerous. There are certain missions in the game that have "portals" that continuously spawn enemies until you destroy the portal. This is normally not a problem because they can usually be avoided (which keeps them from activating), spawn a small number of enemies at a time, spawn only lower difficulty enemies, or spawn only minions (ex: ritki portals and cot portals assuming you're not on a giant team).

Here's where the crystal becomes a problem:

  • They spawn nictus which are basically the same as a Dark Nova. They fly and use long range powerful dark energy attacks and slow your recharge rate.
  • Many of the spawns are lieutenants or bosses.
  • A crystal with a BUNCH of nictus
    A crystal with a BUNCH of nictus
  • They spawn like voids and quantums do; in the middle of a group of regular enemies and usually in a critical group like the one where the boss is or one that's protecting a hostage you have to rescue. Therefore, avoiding them is almost always impossible.
  • There appears to be no limit (or there's a really high limit) to the number of nictus they spawn. In one tf after 6 team wipes, there were about 30 nictus hovering around looking dangerous. Did I mention we failed that tf?
  • They explode with massive damage when you kill them.

Oh, and one more thing, you don't get any experience from the nictus it spawns, just the crystal. Peachy, huh?

So unlike the classic anti-kheldian stuff, crystals can quickly become a problem for the whole team. Fortunately, they're a lot more rare, but unfortunately, you never know where or when they'll pop up and, when they do, it's almost always by a critical group of enemies you have to take out (so avoiding them just won't happen).

I've found that crystals only pop out on teams of 7 or more. Keep that in mind when forming TFs and such when a Kheldian is on the team.

One crystal can ruin an entire TF

Like most portals (only more so), the best way to deal with them is to have everyone in the group hit the crystal at the same time and beat on it until it's gone. All this while getting pummeled both by the group that the crystal was in and the nictuses it spawned. Chances are that some or all of you will die, but if you don't get rid of the crystal immediately, you have no chance of finishing the mission.

A gift for you 😀 – Void bind

Lighting up the bad guys with the bind
Lighting up the bad guys with the bind

Here's a bind that can save you a lot of grief. It will target anything with the words "Quantum", "Void" or "Crystal" in the name. When you push it, it will immediately target this type of enemy even if you can't see them very well due to caves, poor lighting, or tightly packed enemies.

/bind v "target_name quantum$$target_name void $$target_name crystal "

Use this every time you line up for an attack and you'll very rarely be caught unprepared (the most common reason kheldians die).

Use this one to alert your team once you have the offender targeted (explained in more detail in the macro section):

/bind f8 "local Ick! It's a $target"

July 27, 2010

Temp Jump/Jet Packs

Filed under: Gameplay,Guides — Jeremy

Here is a short listing of the more common jumping and flight packs you can get in the city:

Jumping

The Safeguard jump pack with the GvE Jump Jet together
The Safeguard jump pack with the GvE Jump Jet together
  • The jump pack from level 10-15 Mayhem or Safeguard missions mentioned previously.
  • The special jump jet available in the GvE Item Pack. Note that this item has several special properties that make it unique such as it has a long cool-down, but it never expires and increases flight speed (even for hover or flight packs).
  • A special nod to Ninja Run from the Martial Arts Booster. It's one of the few powers that increases your jumping, but it's significant in that it's a strong power available automatically at level 2 or so and increases run speed as well.

Flight

Merry Christmas!
Merry Christmas!
  • The flight pack available from level 5-10 Mayhem or Safeguard missions.
  • Mission reward flight packs. This is more of an issue on the red side where you pick up so many of these, it's like bubblegum on the sidewalk!
  • Holiday Jetpacks – These are sometimes given out or earned during holiday events.
  • Purchased Jetpacks. Some zones (Grandville and the Shadow Shard for example) have flight pack vendors where you can just purchase a flight temp power.
  • Day Job Jetpacks – You can earn a jetpack as your rechargable temp power by earning either the Shadow Shard or Grandville day job badges.

I think that covers most of them. Clearly the best are the ones that you get from the booster packs, but don't knock the others. One of the best ways to keep someone in endless supply of free flight packs is to use the mission teleport power (from the Mac Item Pack) along with clever use of missions. Get a mission in the Shadow Shard or Grandville and just before logging off, alway select that parked mission and use Mission TP to teleport to your "day job". Easy 🙂

November 6, 2009

Jordan’s Level 16 Build

Updated: I16

01: Dark BlastCity of Heroes: accuracy enhancement25%City of Heroes: damage enhancement32%City of Heroes: end_reduce enhancement12%
01: Twilight GraspCity of Heroes: accuracy enhancement57%City of Heroes: heal enhancement23%City of Heroes: recharge enhancement23%City of Heroes: end_reduce enhancement10%
02: GloomCity of Heroes: accuracy enhancement25%City of Heroes: damage enhancement25%
04: Tar PatchCity of Heroes: recharge enhancement30%City of Heroes: slow enhancement10%City of Heroes: end_reduce enhancement10%
06: HastenCity of Heroes: recharge enhancement38%
08: Shadow FallCity of Heroes: end_reduce enhancement35%City of Heroes: resist enhancement14%City of Heroes: def_buff enhancement15%City of Heroes: recharge enhancement23%
10: Darkest NightCity of Heroes: end_reduce enhancement38%
12: Recall FriendCity of Heroes: recharge enhancement19%
14: Super SpeedCity of Heroes: end_reduce enhancement19%
16: Howling TwilightCity of Heroes: recharge enhancement19%

Here are some general percentages you can reach with only uncommon (and maybe one rare) recipies at the market. You can probably reach better results than I did with rares here and there, but I wanted this to be a completely realistic build that anyone could use.

At this point, you have good attack power, the extremely useful Tar Patch and the all-powerful Darkest Night. Though I don't keep Super Speed in my final build, I have it at low levels because the Stealth procs for Sprint are too expensive at this level. With Super Speed and Shadow Fall, you'll have full invisibility so you can do the awesome Sneak and TP combo (for faster mission and TF completion).

There's very little point to worrying about IO set bonuses this early into the build. Just focus on raw numbers and deal with bonuses later.

Play tips

  • You will run out of endurance quite quickly so remember to turn off Super Speed before battles and only use Shadow Fall when sneaking or fighting things that use Energy, Negative Energy, or Psionics.
  • Because you're attacks are quite weak, use Tar Patch a lot. It makes your attacks far more powerful and slows enemies too.
  • Always use Darkest Night on bosses or large groups of enemies to lower their accuracy and damage. Don't forget that if you lay a Tar Patch then use Darkest Night to pull the enemies, they'll bunch up on the patch which means they'll all be debuffed.

April 4, 2009

Safeguard/Mayhem Missions

Filed under: Gameplay,Guides — Jeremy

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When you get one of these, your goal is to either rob or protect the bank in an instanced outdoor city zone. How they work varies on which side of the law you're on:

Mayhems

A mayhem mission is where you enter an instance of a Paragon city zone and try to rob a bank. You have only 15 minutes to do it, but if you do, you get temporary powers which are actually very useful (particularly the ones from the level 5-10 and 11-15 that give temporary travel powers (see details at Paragonwiki)

To get a Mayhem mission (usually abbreviated as mayhem), you have to do a certain number of Paper missions. Once you have done the correct amount, you'll be unable to use the paper again until you talk to a broker (whichever one is named when you try the paper).

Unfortunately, no matter how much you've done for him, you'll have to walk all the way to him to get the option for the mayhem (apparently, they don't have cell phones). If you don't want to do it, you can decline and you can take paper missions again for a while.

If you accept, you can do the Mayhem which is the counterpart to the Heroes' SG. The advantage to the Mayhems is that there are badges to be had and you can get various temporary powers from completing them or the side-missions therein (details here).

Also note that while it's very, very annoying, you MUST return to the broker after completing an mayhem or he'll sit there like a wet turd taking up room in your missions list forever. Just go talk to him and he'll thank you and offer to introduce you to some new contacts (which is a great way to find new story arcs to follow if you otherwise ran out or outleveled the ones you had before).

Most every detail about the rewards and such for Mayhems can be found at Paragonwiki so I won't repeat that here. Instead, here are some gameplay tips:

Play Tips

Destroying stuff for time (Video: 0.0Mb)
Destroying stuff for time (Video: 0.0Mb)

Be careful since you have a timer immediately from entering the mission and have only 15 minutes to complete the robbery. However, you can earn time by destroying everything in sight (which is way fun by the way) which also eventually earns you a badge.

As you approach the bank and move around in the zone, every now and then, you'll see some NPC chat that says something like "Freeze Villains!". That's a signal that a Longbow ambush is heading your way. Generally it's best to hold up and wait for them because if you keep moving, several more ambushes could spawn quickly overwhelming you and your team.

That's a lot of longbow
That's a lot of longbow

One fun, but dangerous way to complete mayhems is to run straight to the bank first thing. If you do, be aware that several Longbow ambushes will be coming for you and will follow you into the bank. Generally, you want to enter the bank immediately then wait at the door. Clear all the Longbow as they enter and when they stop, continue the robbery.

To complete the mission, you have to fight all the way to the vault, destroy the door, grab the money, then defeat the random hero who spawns to stop you. After completion, you will earn a Mayhem reward (if you're in the right level range and haven't had it before) and can exit. However, there are a few reasons to stick around.

First, there is an exploration badge hidden in every Mayhem zone. If you get each badge for each mayhem, you get an accolade power. Second, you get more badges for destroying stuff and for doing Arson side missions. These badges are needed for a second accolade power.

Burn baby burn!
Burn baby burn!

Safeguards

Taking out the bank robber
Taking out the bank robber

A safeguard mission is where you enter an instance of a zone and find enemies who are trying to rob a bank. Your job is to stop the robbery by "arresting" the villains in the bank. You have only 15 minutes to do it, but if you do, you get temporary powers which are actually very useful (particularly the ones from the level 5-10 and 11-15 SGs that give temporary travel powers)

To get a Safeguard mission (usually abbreviated as SG, not to be confused with Super Group), you have to do a certain number of Radio missions. Once you have done the correct amount, you'll be unable to use the radio again until you talk to a detective (whichever one is named when you try the radio).

Unfortunately, no matter how much you've done for him, you'll have to walk all the way to him to get the option for the SG (apparently, they don't have cell phones). If you don't want to do it, you can decline and you can take radio missions again for a while.

If you accept, you can do the Safeguard which is the counterpart to the Villains' Mayhem (which are way more fun by the way). The advantage to the Safeguards is that there are badges to be had and you can get various temporary powers from completing them or the side-missions therein (details here).

Also note that while it's very, very annoying, you MUST return to the detective after completing an SG or he'll sit there like a wet turd taking up room in your missions list forever. Just go talk to him and he'll thank you and offer to introduce you to some new contacts (which is a great way to find new story arcs to follow if you otherwise ran out or outleveled the ones you had before).

Play Tips

When you enter, you're not on a timer yet. You just go around clearing out the enemies you see though you can ignore them and go straight for the bank if you want. When you get close to the bank, an alert sounds that the bank is being robbed. When that happens you better get in there fast.

Mudnuke and Tia ambush the villain when he tries to escape the bank
Mudnuke and Tia ambush the villain when he tries to escape the bank

A random villain will be busy breaking into the vault and you can chase them into the bank and fight them, but it's usually far easier to just wait and let them come to you at the entrance. As soon as you see them, defeat them and whoever's with them and you win!

After completion a timer starts which gives you 15 minutes to finish up any side missions or try to get the explore badge if you haven't done those already. Waves of vandals show up destroying items (which subtracts from your time), but you can gain time by defeating them and completing side missions.

April 1, 2009

Jordan’s Guide to Basic CoH Gameplay

Filed under: Gameplay,Guides — Jeremy

This is some basic gameplay advice based on my experiences in the game. Part of this is simple "how to play" stuff, but most of it is about getting the most out of your time in the game. Also be sure to check out my guide to sneaking and the Binds guide for some great tips on playing the game in more advanced ways.

Superbase Teleporter

Filed under: Customizing,Gameplay — Jeremy

If you are part of a supergroup (or built your own solo like I did), and your base has many (or all Base Telepads), it can save you an immense amount of time to teleport to your base and then to your destination zone from there.

Also, many bases have crafting tables, salvage storage, and inspiration sales. Teleporting there lets you access all of those then go right back where you were (if you TP to your base then exit through the normal entrance, you'll reappear where you TP'ed from).

Generally, you activate the base teleportation power and are presentated with a screen that offers a choice of teleporting to your base or that of any group you are in coalition with.

There are three ways to teleport to a superbase directly and one way to do it indirectly.

Veteran Reward

Simple enough: Have an active account for a total of 2 years of time. Granted, that's not good for new players and it's sucky to not have a faster way to get it so I won't stress this one too much as there are other ways that you can use quite a bit sooner.

Day Jobs

This one takes a while, but not too much longer. You have to log out near a superbase portal and stay there for 21 days. As with any Day Jobs, you'll need to make sure that any character you're actively playing logs out at the end of each session near a portal until they get this. And then once they've earned the power, you'll need to continue to log them out there to charge it (up to 10 charges, one per day logged out there AFTER you earn the power).

Dying

Either dying on purpose or on accident will give you the option of transporting to your base so long as you have a medical transport somewhere in there (every self-respecting group does).

The clever way of doing this is to use the Self Destruction power from the Cyborg Super Booster to die without debt. In this way, it becomes a de-facto base teleporter!

Gale self destructs (video 7.5Mb)
Gale self destructs (video 7.5Mb)

Pocket D

The last way, the indirect way is to teleport to Pocket D with the Pocket D teleporter in the Good vs Evil Item Pack if you have it. Because it's a special zone with a base portal inside, it will almost take you right to a base.

Hospital Express

Filed under: Gameplay,Guides — Jeremy

For low level characters, the best way to travel is often to die. For example, since you don't get debt under level 10, dying gets you instantly to the hospital with no drawbacks. Faced with taking 5 minutes to cross a zone (or longer), dying is a quick way to travel if what you want is near a hospital.

Falling then dying for fast travel (video 5.3Mb)
Falling then dying for fast travel (video 5.3Mb)
Instantly showing up at the front of the zone
Instantly showing up at the front of the zone

Alternatively, using a power like Self Destruction can kill you without Debt allowing you to insta-port to the nearest zone hospital at any time.

Ouroboros Portal

Filed under: Gameplay,Guides,Testing — Jeremy
Opening the Ouroboros portal
Opening the Ouroboros portal

Oh squeel! This is the greatest thing to date in the landscape of city travel. Ouroboros is a special zone that can only be accessed via an "Ouroboros portal" that you open with a power that you can earn in various ways (which I'll explain in a sec).

The portal can be used almost anywhere (including inside of missions) and teleports you directly to Ouroboros. Once there, you can click on the Ouroboros portal to exit the zone and are given a choice of several zones to go to. It's essentially like being able to teleport directly to a Train! And on that note, if you get one of those "Board Train" missions that lists your mission as a train destination, you can get to those from Ouroboros!

Ouroboros is an especially fast way to travel because you teleport directly to the entrance of Ouroboros and if you just turn around and click the exit portal immediatly, you are presented with a list of available zones to transport to. For heroes, this is most of the higher-level city zones (and also Atlas Park) and for villains, it goes almost everywhere (since there aren't many villain zones).

Hero zones
Hero zones
Villain zones
Villain zones

So now that I convinced you to get one, how do you do it? It's actually pretty easy. Generally you have to be more than level 25 to get it, but there are two ways to get it before then:

  • It's a reward for participating in any time traveling mission. So if the story arc you are on involves time travel, you'll suddenly find yourself in possession of the portal at the end of the mission (blue-side, Faultline arcs are great for this)
  • Go on a Flashback mission. If your SG/VG has a pillar of ice and flame in it, you can get flashback missions as soon as level 10. Complete any flashback story missions and you'll receive the portal power.
Even if you have the power or ask someone to open the portal for you, you still won't be able to get in before level 25
Even if you have the power or ask someone to open the portal for you, you still won't be able to get in before level 25

There are also two ways to get the portal power after reaching level 25. Both require that you ask someone else to open the portal for you. Once it's open, click it to enter Ouroboros and then do one of the following:

Getting the O-Portal the easy way
Getting the O-Portal the easy way
  • The first guy you see when entering Ouroboros is a contact that will lead you on an introductory arc to Ouroboros. It's good to do that at least once just to get a feel for the story behind the zone and it gives you the portal power in the process.
  • The easiest and fastest way to get the power is to simply go touch the exploration badge at the top of the building in Ouroboros. As soon as you get the badge, you get the power too.

Next Page »

AT

Archetype. This refers to what character type your character is: blaster, defender, tank, etc.

PvP

Player vs Player. Though the Arenas allow players to combat each other, the zones designated for PvP combat are far more popular. Some only allow Villain vs Hero combat, while others allow free-for-all battles.

AT

Archetype. This refers to what character type your character is: blaster, defender, tank, etc.

IO - Invention Origin

IO stands for Invention Origin and refers to the new enhancement type introduced as of Issue 9. They are typically stronger than standard enhancements and have the awesome advantage of never becoming outleveled. Further, there are sets of IOs that provide special bonuses or powers when arranged properly.

PvP

Player vs Player. Though the Arenas allow players to combat each other, the zones designated for PvP combat are far more popular. Some only allow Villain vs Hero combat, while others allow free-for-all battles.

Rez

Short for resurrect.

IO - Invention Origin

IO stands for Invention Origin and refers to the new enhancement type introduced as of Issue 9. They are typically stronger than standard enhancements and have the awesome advantage of never becoming outleveled. Further, there are sets of IOs that provide special bonuses or powers when arranged properly.

Newspaper

A newspaper is a special contact that allows you to get random missions that are always in the same zone as you are. While most are fairly generic, some are special missions (heists etc) that you can only get by doing paper missions. After doing several paper missions in a row, you will have the option of doing a mayhem mission

[Click for full description]

Safeguard Mission

Safeguard missions are the Hero equivalent of Villain mayhem missions. You will enter an outdoor instance of a city zone and protect it from vandals and bank robbers. [Click for full description]

NPC

Non-player character. Any character in the game that is controlled by computer code rather than a live player is an NPC.

Police Band Scanner

The police band scanner (a.k.a "radio") is a special contact that allows you to pick up random missions from anywhere in your current zone. While the missions are one-shots, they can be retrieved quickly which is good for teams and allow you to do Safeguard missions. [Click for full description]

Mayhem Mission

A Mayhem missions is a chance for Villains to visit Paragon city and destroy everything in sight.

[Click for full description]

Bind

A bind is a game command that attaches power activation, text, and actions in customizeable combinations to a key on the keyboard. One of my favorites is my Teleport bind that says a catchy phrase before TPing friends to me.

Base Telepads

Having a superbase is great for a lot of reason and Telepads is one of them.

[Click for full description]

Debt

When you die, you get experience debt. While in debt, half of all experience you earn is spent for debt and the other for regular experience. This doesn't start until level 10.

Super Group/Villain Group

This is a group of heroes/villains who work together to build a secret base where they can build special items and such. Similar to what a guild would be in a different game I suppose.

Atlas Park

Atlas Park - One of the two starting areas for heroes. Generally the more popular of the two because it has access to the sewers where people can quickly level to 10 after creating their character.

Because it's not very flat, travel in Atlas can be a pain at early levels so if you want to follow story arcs, Galaxy might be better. However, if you are playing a Peacebringer, your special contact is in Atlas so that's another good reason to start there.

Also noted for having the city representative who is the source for missions that unlock capes and auras for costumes and also the Super Group registration.

Flashback Missions

The flashback system allows high-level players to exemp down (like on a low Task Force) and play through game content they missed or skipped. [Click for full description]

Super Group/Villain Group

This is a group of heroes/villains who work together to build a secret base where they can build special items and such. Similar to what a guild would be in a different game I suppose.